Foreseen Consequences [workshop.txt]

Half-Life 2106 views4 favorites7 min readby axelmarley91Updated Jul 26View on Steam ↗

Overview

Full details are available in the description here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3686638862
Since Steam Workshop collection descriptions don't support file attachments and have a length limit, I'm hosting my workshop.txt code for the 20th Anniversary "Foreseen Consequences" collection here as a guide (yeah). This keeps the collection's setup consistent within the Steam ecosystem, avoiding third-party links.

Installation

  • 0) Close the game.
  • 1) Navigate to:
    \steamapps\common\Half-Life 2\hl2_complete\cfg
  • 2) Backup the workshop.txt
    Preserve your potential. We wouldn't want any... unforeseen consequences.
  • 2.1) Open your original workshop.txt
  • 2.2) Replace its entire code, with the code provided below and Save the file.
    Be careful, Gordon.

Workshop.txt

The following code ensures the correct load order for the Foreseen Consequences mod selection:
"AddonInfo" { "3367265657" "1" "3371890657" "1" "3368126734" "1" "3366991069" "1" "3383981900" "1" "3366897077" "1" "3441090500" "1" "3385921128" "1" "3433230619" "1" "3369665048" "1" "3433230991" "1" "3400017649" "1" "3403841645" "1" "3367383379" "1" "3420245182" "1" "3373582322" "1" "3366506774" "1" "3467959397" "1" "3654450319" "1" "3524972104" "1" "3450694944" "1" "3547121065" "1" "3369766582" "1" "3444566052" "1" "3369881733" "1" "3373017664" "1" "3551244781" "1" "3442502617" "1" "3370316449" "1" "3366635739" "1" "3366837448" "1" "3513333645" "1" "3651063240" "1" "3368202090" "1" "3405141991" "1" "3367200126" "1" "3669334557" "1" "3367731774" "1" "3429875193" "1" "3464048018" "1" "3368983565" "1" "3368486757" "1" "3367153953" "1" "3687175285" "1" "3368022126" "1" "3402603494" "1" "3626777880" "1" "3384983176" "1" "3386239351" "1" "3369211141" "1" "3368482987" "1" }

Rather than offer you the illusion of free choice, I will take the liberty of choosing for you... if and when your own load ordering attempts come round again.



Full details are available in the description here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3686638862

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

Extras:

HL:Alyx Citizens Fix

If you see missing textures on Citizens, follow these steps. This ensures that the "Half-Life: Alyx Styled Citizens" mod loads correctly, without being overwritten by the "5 Finger & Procedural Humans" mod.

Installation Steps:
  • 0) Close the game.
  • 1) Copy .vpk files from "Half-Life: Alyx Styled Citizens" folder
    \Steam\steamapps\workshop\content\220\3467959397
    into "hl2\custom" folder:
    \Half-Life 2\hl2\custom\
  • 1.1) Rename new files to e.g., "HLA_Citizens_dir.vpk", "HLA_Citizens_000.vpk", etc.
  • 2) Copy .vpk files from "5 Finger & Procedural Humans" folder
    \Steam\steamapps\workshop\content\220\3524972104
    into the same "hl2\custom" folder:
    \Half-Life 2\hl2\custom\
  • 2.1) Rename new files to e.g., "z_5_Finger_Humans_000.vpk".
    The "z_" prefix forces the engine to apply 5-finger bones to other NPCs (Combines, Odessa, etc.), while still loading HLA Citizens first.

  • 2.2) Unsubscribe from both mods in the Steam Workshop to avoid engine conflicts.


Autoexec.cfg

Perhaps no one has asked, but here's my autoexec.cfg for the 20th Anniversary update.
Description:
  • General Approach: No cheats or "god mode". Just visual enhancements and improved movement/squad management that Valve should have implemented themselves.
  • Input Changes: This config rebinds CTRL, SHIFT, SPACE, and Z keys. You can rebind the Zoom key in game settings to your preference, or change the bind key in section 3.4 below.
    Important: If you delete the config, you will need to restore these keys in the game settings.
  • Frame Rate: Sprint logic is FPS-dependent, and tuned for my 144 FPS. If your frame rate is different, change two "wait" values in section 2.3 below.
    Recalculation is optional, but Sprint duration may differ if not recalculated:
    [Seconds] * [Your FPS] = [Frames for "wait"]

Path:
\Half-Life 2\hl2\cfg\

Code:
// 1. GRAPHICS // 1.1. MAX DISTANCES (No more objects pop-in). // Note: In Hammer Editor and Source engine, the World Boundary is limited to 16-bit coordinate grid (from -32768 to +32768), totaling 65536 units [2^16 units]. // "65536" value is used, as higher values have no sense in HL2, and objects cannot exist outside of this grid, even in mods. r_propsmaxdist 65536 // Visible distance for static props like barrels (Default: 1200) rope_wind_dist 65536 // Distance for wind physics on ropes and cables (Default: 1000) cl_detaildist 65536 // Max distance for grass and small debris (Default: 4096) (FYI: "Grass Never Fades" mod uses "99999") cl_detailfade 65536 // Distance where grass starts to fade out (Default: 400) (FYI: "Grass Never Fades" mod uses "99999") lod_TransitionDist 65536 // Distance for high-to-low model quality switch (Default: 800) r_lod 0 // Disable high-to-low model quality switch (Default: -1 / Auto) cl_maxrenderable_dist 65536 // Global render distance for all entities (Default: 3000) (May revert to default "3000" due to sv_cheats requirement) r_shadowdist 256 // Max distance for dynamic shadows (Default: 75.00) (May revert to default "75" due to sv_cheats requirement) // 1.2. ENHANCED EFFECTS r_fastzreject -1 // Auto-select best hardware Z-reject algorithm (Default: 0) r_decals 4096 // Max number of bullet holes and blood stains (Default: 2048) r_maxmodeldecal 128 // Max number of blood splatters visible on NPC models (Default: 50) r_maxdlights 128 // Max number of dynamic light sources like gun flashes (Default: 32) r_shadowmaxrendered 128 // Max number of dynamic shadows in scene (Default: 32) // 1.3. RAGDOLLS (Persistent bodies with collision) g_ragdoll_maxcount 32 // Maximum number of simultaneous dead bodies (Default: 8) g_ragdoll_important_maxcount 8 // Physics active for first 8 bodies (Default: 2) cl_ragdoll_collide 1 // Enables physical collision between dead bodies (Default: 0) ragdoll_sleepaftertime 16.0f // Seconds before static ragdoll physics "sleeps" (Default: 5.0f) g_ragdoll_fadespeed 0 // Speed of body removal fade-out (0 = disable) (Default: 600) g_ragdoll_lvfadespeed 0 // Low-violence (censored) body removal speed (0 = disable) (Default: 100) // ====================================================================================== // 2. SMART CROUCH, JUMP & SPRINT (141 FPS) // 2.1. CROUCH LOGIC (Toggle) alias "crouch_toggle" "crouch_on" alias "crouch_on" "+duck; alias crouch_toggle crouch_off; alias check_crouch +duck" alias "crouch_off" "-duck; alias crouch_toggle crouch_on; alias check_crouch -duck" alias "check_crouch" "-duck" // 2.2. SMART JUMP (Character returns to crouch state after jumping) alias "+myjump" "+jump" alias "-myjump" "-jump; check_crouch" // 2.3. SMART SPRINT (Auto-stand up from crouch + "Tap vs Hold" Sprint Logic). // Logic: Tapping the Shift key enables a 2-second sprinting state. Holding Shift for 1s or more returns you to walking speed exactly when Shift is released. // IMPORTANT: Script is FPS-dependent (values are frames, NOT milliseconds). At 144 FPS: 2s = 288 frames; 1s = 144 frames. // If your FPS is not 144, recalculate the two "wait" values below: [Seconds] * [Your FPS] = [Frames for "wait"]. alias "check_time" "wait 288; -speed" alias "stop_logic" "check_time" alias "+mysprint" "-duck; +speed; alias crouch_toggle crouch_on; alias check_crouch -duck; alias stop_logic check_time; wait 144; alias stop_logic -speed" alias "-mysprint" "stop_logic" // 2.4. KEY BINDINGS bind "CTRL" "crouch_toggle" bind "SPACE" "+myjump" bind "SHIFT" "+mysprint" // Default binds for reference: CTRL (+duck), SPACE (+jump), SHIFT (+speed) // ====================================================================================== // 3. SQUAD MANAGEMENT // 3.1. Forces squad to hold position until manually called back, instead of default 15 seconds. player_squad_transient_commands 0 // (Default: 1) // 3.2. MANUAL SQUAD RECRUIT/DISMISS BUTTON (V) - retains default 'Use' key (E) to speak. // Note: Squad members can't be dismissed if "auto-join" is enabled. However, you can still recruit new members to replace random existing ones. alias "+manual_recruit" "npc_citizen_auto_player_squad_allow_use 1; +use" alias "-manual_recruit" "-use; npc_citizen_auto_player_squad_allow_use 0" bind "V" "+manual_recruit" // 3.3. SQUAD AUTO-JOIN TOGGLE (X) - enable/disable auto recruitment. // Note: "Enabled" is recommended as a default auto-join state. If auto-join is "disabled", squad members can be dismissed, but scripted join events will be blocked (with a couple of unique dialogue lines), and you'll need to manually recruit each member using "V". alias "squad_auto_on" "npc_citizen_auto_player_squad 1; play buttons/button14; echo AUTO-JOIN_ON; alias squad_toggle squad_auto_off" alias "squad_auto_off" "npc_citizen_auto_player_squad 0; play buttons/combine_button7; echo AUTO-JOIN_OFF; alias squad_toggle squad_auto_on" alias "squad_toggle" "squad_auto_off" bind "X" "squad_toggle" // 3.4. SQUAD INSIGNIA TOGGLE (Z) - enable/disable visual icons above your squad members' heads. alias "insignia_on" "npc_citizen_insignia 1; play buttons/button14; echo INSIGNIA_ON; alias insignia_toggle insignia_off" alias "insignia_off" "npc_citizen_insignia 0; play buttons/combine_button7; echo INSIGNIA_OFF; alias insignia_toggle insignia_on" alias "insignia_toggle" "insignia_on" bind "Z" "insignia_toggle" // 3.5. Optional (not recommended) // Optional: Allows recruiting/dismissing squad members via 'Use' key (E) //npc_citizen_auto_player_squad_allow_use 1 // (Default: 0) // Optional: Disables automatic squad joining (NPCs join only via 'E' interaction) //npc_citizen_auto_player_squad 0 // (Default: 1) // Optional: INSIGNIA (Visual icons above your squad members' heads) //npc_citizen_insignia 1 // (Default: 0) // ====================================================================================== echo "==============autoexec.cfg==============" echo ">>>>>>>>> ADVANCED HL2 CONFIG LOADED" echo "========================================"

Most people fail to see the big picture. But you... you are capable of seeing everything at once. From a very... safe distance.



Full details are available in the description here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3686638862

This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.